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Type: Posts; User: dletozeun

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  1. Replies
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    Re: Free texture memory

    Taicoon: Are you creating a new texture for each video frame?

    How are you loading texture image data to the opengl texture object? You can call glTexImage2D as many as you want to update texture...
  2. Re: separate shadow pass in translucent scene?

    For translucent geometry you need an additionnal pass to make it cast shadows because depth writing is not enabled during rendering.
    In the shadow pass you can simply process translucent geometry...
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    Re: State Enable optimization

    You can't set gl states once for all at the beginning of your your program (except if your program is very simple). Sometimes you may need for example, to enable 2D texturing, sometimes you don't....
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    Re: State Enable optimization

    I am not sure to understand your question but I will try to answer. Opengl states are not like game engines features, "enabling" all of them as you said, won't result in fantastic graphics.

    With...
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    Re: Passing data from several vertex shaders

    Either I am dumb or your problem is not clear but I don't see any problem in doing this with or without shaders as Alfonse said in his last post.
    Could we have a picture of the required result, to...
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    Re: Bones + General

    1) I don't know

    2) This is called skinning:
    http://graphics.ucsd.edu/courses/cse169_w05/3-Skin.htm
    http://www.okino.com/conv/skinning.htm
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    Re: perspective projection & texture problem

    Could we have a screenshot of the artifacts? It is hard to realize what could happen from this formula. There is something that I can't understand, how could map a texture to screen pixels perfectly...
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    Re: What is wrong with this FBO creation?

    Godlike, try something like this:



    glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, 100, 100, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL );




    I don't have tried to...
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    Re: What is wrong with this FBO creation?

    Godlike, the default texture minification filter is NEAREST_MIPMAP_LINEAR, so either you set texture minification filter (glTexParameter)to something that does not require mipmaps generation or you...
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    Re: Simple Texture Mapping

    elasolova, I see nothing wrong in your code except for the glGenTextures call with "3" hard coded whereas everywhere else you are using NUM_TEXS. The gl code is incomplete, please post the content of...
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    Re: glPushAttrib ?

    Because you apparently misunderstood the PushAttrib function. These are the states that glPushAttrib(GL_DEPTH_BUFFER_BIT) saves:

    - GL_DEPTH_TEST enable bit
    - Depth buffer test function
    - Depth...
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    Re: Cannot get SOIL to work

    Are you sure you put SOIL lib in the project settings > Linker > Input > Additional dependencies? This error is typically a linker configuration issue.
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    Re: GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT

    Never say never! ;) I am not telling him that he is doing wrong. But drivers bugs may lead to not elegant workarounds sometimes.
  14. Replies
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    Re: GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT

    I noticed that you allocate depth and stencil buffers storage in the same texture, using the alpha component for stencil. Do you need to fetch these two textures? If not, try to allocate two...
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    Re: GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT

    Something seems to be wrong in your color attachment. Could we see how you create your fbo and how you render to it then?

    You may have messed up something in your color attachment points? Are all...
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    Re: Zoom to fit screen

    You can adapt the code to perspective projection. Use glFrustum instead of gluPerspective.

    Could you post the code of your projection setup?
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    Re: Zoom to fit screen

    Does that help?
  18. Replies
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    Re: Lighting without Normals

    In 3D rendering, normals describes the orientation of every points on a 3D surface. This information is necessary to determinate how incident light hits the surface and compute its radiance.

    To...
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    Re: gluLookAt unwanted rotation\spining

    As you noticed in the basic gluLookAt implementation, you can't have view axis and up vector coinciding. You may have to implemnent rotations with quaternions to rotate around an arbitrary axis or...
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    Re: glGenVertexArrays Access violation Error

    Ok thank you for that clarification, I should just have taken a look the ARB_vertex_array_object specification.
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    Re: glGenVertexArrays Access violation Error

    That's look weird indeed. I advise you to look for ARB_vertex_array_object in the gl extension string: glGetString( GL_EXTENSIONS ); See if it still not available. If not, you hardware may simply not...
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    Re: glGenVertexArrays Access violation Error

    Did you checked that glewInit is called after the opengl rendering context creation? Show us the window and extension setup please.
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    Re: Get the Polygon Mouse Position

    I am sorry but I am still not sure to understand exactly your problem. Perhaps some screenshots would help.

    If you are trying to find the position of a point below the mouse on one of (xy, xz, yz)...
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    Re: Get the Polygon Mouse Position

    When you disable color writing while you draw this sphere, you can't prevent depth writing for this particular sphere. So either you know which objects don't have to be detected and simply don't...
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    Re: FBO depth buffer confusion

    And to complete what zed said, push the near plane a bit further from the camera and put the far plane the closest as possible to the camera. You will get better results especially when moving the...
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